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User talk:JLukas

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OH MY GOD I LOVE YOU. Seriously. You found the debug menu in Bonk's Adventure. Dude. Thank you. --RahanAkero 00:26, 7 August 2010 (EDT)

Seconded. You are awesome. --GoldS 04:06, 31 August 2010 (EDT)
Thirded. You are totally awesome. -- Rick 12:09, 31 August 2010 (EDT)

Thanks everyone, glad I was able to help get some of these mysteries solved. --JLukas 11:38, 7 September 2010 (EDT)

Fourthed on the Knights of Justice Debug Menu code and the HyperZone 3D Mode code. It's not every game that has an unused 3D effect mode in it. That completely blew my mind. --Fo-sig.gifFlying Omelette 19:35, 7 September 2010 (EDT)

Valis menus

How did you get this? I can't figure out where it jumps into the code and I've been disassembling everything (cutscenes are HUGE but I haven't finished those so at this point it's gotta be in there...?) - Andlabs 16:45, 15 February 2011 (EST)

Enter Action Replay 0009B4:6100 + 0009B6:2BEE. Start a new game, then pause. The codes hook into the controller check for the P2 restore health cheat. For the Map Select instead, use 0009B4:6100 + 0009B6:2B34. I wasn't able to make any further progress getting either menu to work. --JLukas 01:22, 16 February 2011 (EST)
Thanks. Since you pretty much did what I did but in a different way (I hooked into the crash handler) I can say now that the code blocks are all that remain of this screen, and since the only known (to drx at least) prototype of a Valis game is DreamTR's Super Valis IV proto, I guess that's it for now. - Andlabs 11:31, 17 February 2011 (EST)

Not sure if you saw it but I found out that they're just leftover from Valis III (which came first), eh :/ - Andlabs 17:48, 12 June 2012 (EDT)

Congrats

You're doing an amazing job at finding debugging menus. Nice! Do you think you could try to add a tutorial explaining how you find these? I'm pretty sure there are still tons of menus out there, and it'd be nice if we knew how to find them. If you think you suck at tutorials, that's ok, just sketch up something, even if it's half-assed, and someone will improve it. {EspyoT} 08:44, 19 March 2012 (EDT)

Sure, I'll try to get some more detail added to those pages soon. --JLukas 01:49, 20 March 2012 (EDT)
A Genesis page is now up and running. --JLukas 16:18, 10 April 2012 (EDT)
Amazing! Thank you so much! And you even found the menu in Beyond Oasis! You're awesome! {EspyoT} 18:59, 10 April 2012 (EDT)

Lufia II tables

First I want to thank you so much for all the effort you've put in to the Lufia II/Estpolis Denki II prototype!

If you have the time, I was wondering if you could verify a few extra things about the control codes on Notes Talk:Proto:Lufia II: Rise of the Sinistrals/TBL. I posted the table I received verbatim, and

09={Maxim}
$0A=2

0C=?<BR>
0D=!<BR>
0E=。<BR>

were at the bottom, along with "$04=1" at the top.

When I emailed the author of the table he said that, at least in the final version, $04 indicates a delay, with the next byte giving the duration, and he thinks $0A was some kind of a relative-offset pointer (my words, not his) with the next two bytes being a backward pointer to reuse recently shown text.

He gave an example of the intro using $0A $1C $20 to refer back to エリーヌ in a previous line, and later on $0A $72 $30 refers to it again, but with a colon appended "エリーヌ:", but said he was never able to figure out exactly how it works, though he suspects that the first byte is how far back to go, and the second is how much text to copy.

I figure you probably have a lot of other stuff to do with regard to the prototype, but if you wanted to try to figure out how the $0A value works, I've heard that that's a major reason why nobody's written a text dumper for Estpolis Denki II yet. I was going to try to see if I could figure it out over the summer, but even though I can usually end up coding small programs when I need them, I seem to much more skilled at human languages than computer languages, at least for the moment.

Anyway, just a small a small suggestion. If you don't have the time to do it, I'll give it a try soon.

Thanks again for all the effort you've put into the Estpolis Denki II prototype page!

Bast (talk) 14:46, 12 June 2014 (EDT)

Possible error in Lufia proto description

I think I may have found a possible error in a Lufia II description that you told me to keep an eye out for, though it may not be corruption related. The description of item 0130 (Shamshir) says 「円月刀です」which doesn't make any sense as it is.

「偃月刀」means "scimitar", and is pronounced the same as 「円月刀」so if it really is written that way in the game, it's likely to be an error that occurred when inputting the kanji (a typo, basically).

It might be worth checking to see if this is also in the final Japanese version, to see if it was corrected or not. Since a shamshir and a scimitar are extremely similar weapons, I think that it is likely that 「偃月刀」 is what was really intended by the developers.

Bast (talk) 00:50, 29 June 2014 (EDT)

I found another typo in the Lufia II proto. On Proto:Lufia II: Rise of the Sinistrals/Shrine of Daos the line towards the end that starts with「Maxim: 私の知っているアイリスさんは、私の助けてくれ」, the last part should really be 「私を助けてくれ」 and not 「私の助けてくれ」. The 「の」"no" is the incorrect version, which should really be 「を」"wo", and indeed, the final Japanese version corrected this. It may just be a simple typo though, since both of these occur rather frequently following that particular kanji.
Bast (talk) 22:36, 1 August 2014 (EDT)

Final Fight reverse engineering

Just wanted to say you're doing a great job reverse engineering Final Fight. I am doing an extensive hack on Final Fight Guy (J) and I have had to update my notes based on some of the information you have found. There is a lot of overlap between our notes, but we both have information that the other does not. The site isn't letting me get into the editor right now but once it does I will be adding some important info from my notes. Who knows, maybe between the two of us we can crack this game wide open. Fantastic work, bro. --BHDN Rotwang (talk) 01:58, 6 October 2016 (EDT)

Thanks! Trying to document just the unused stuff in this game turned out to require way more research than originally anticipated, to say the least. Not to mention all the region differences between the 5 SNES releases. BTW, if you're having trouble getting the wiki page editor to load, use the Edit Source links on the page instead of Edit, AFAIK the latter (VisualEditor) is sometimes broken. --JLukas (talk) 15:07, 8 October 2016 (EDT)